RimWorld

RimWorld

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Run and Hide (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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Mar 14, 2020 @ 1:04pm
Jul 24 @ 2:11pm
17 Change Notes ( view )

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Run and Hide (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
995 items
Description

Update of Linqs mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1552457762

- Added Russian translation, made by user: I'm sorry
- Added French translation, thanks qux!
- German translation added, thanks Dimos!
- Added animal bunker-spot
- Removed legacy HugsLib requirement



[discord.gg]
[github.com]



Run and Hide solves the problem of colonists getting themselves killed by fleeing into unsafe places (i.e. away from the colony, into corners, etc.) by allowing the player to place a marker which designates a spot that the colonist can run to for safety. Colonists will flee to the nearest pre-placed bunker spot whenever they run into danger.

Compatible with every mod and can be installed on existing saves.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: safety, fleeing
70 Comments
Mlie  [author]
Sep 6 @ 11:40pm 
@Regenicproto This mod lets you say where they should run when they encounter danger. Changing when they perceive danger is outside of the scope of the mod.
Sep 6 @ 6:35pm 
mind adding settings cause as of now the colonists kinda ignore the fact there is an active raid will only run when the threat appears which is often too late so maybe like warning sirens that set all affected/assigned pawns to enter the flee state thus running to the bunker
Mlie  [author]
May 31 @ 2:02pm 
@b0nk Should be placeable on furniture now
May 22 @ 5:05am 
Would it be possible to make the bunker marker be a marker, and not a physical object? I want pawns to flee to their rooms, but there's not enough space for the marker.
Sep 9, 2025 @ 11:56am 
🙏
Sep 9, 2025 @ 11:35am 
I don't think that Run and Hide would have any effect, but there is no need to use them together.

There are situations where you would want to use each one, but I don't think you would want to use them together. Run and hide tells them to go to a specific spot if they are fleeing. The other mod tells them to stay in a safe place if there are enemies on the map, so this would never work if you were farming insects, for example.
Sep 9, 2025 @ 11:29am 
thanks for clarifying. so they can work together?
Sep 9, 2025 @ 11:18am 
Run and hide work very differently from Don't put yourself in danger. Run and hide only works when they see an enemy and are fleeing. They will go to the designated area and wait until they are no longer in the fleeing state. Then they will go right back out into danger and repeat the process of going into danger and fleeing.

Don't put yourself in danger, restricts them to a particular zone when there are enemies on the map, and tells them to go to that area if they are fleeing.
Sep 9, 2025 @ 10:17am 
honorable mention for those who want to save their pawns in battles, in addition to this mod:

– https://steamcommunity.com/sharedfiles/filedetails/?id=3556169409